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Posts posted by Eric M
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Hi
Kiwi and Youki, I'm working with characters and sprites
see you
ps : I've optimized the graphs and the levels. I've won about 3.5 Ko. The game part graphics are not yet compressed
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I've just ordered it too.
Can't wait to transform some C code into real ASM hihihihihihi
Thanks Tony and Côtégamers
Eric
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Many thanks Youki and Kiwi
Miner Jumpman you can see my last DoTheSame WIP05 video. The shapes are differents
DTS - WIP05 - 2020.09.19
See you
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Many Thx Alek
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hi, Friends
Here is a new update in video
See you
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Thank you Youki.
Great work you've done on Knight'n more and muncher mouse
see you
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Hi Friends
I wanted to play a little on my vectrex but it didn't work normally
When the vectrex is 'cold' I switch on the vectrex, everything seems to be good but few seconds later, it's like a characters desintegration on the screen. The 3d part seems to be good.
Do you encouter this problem ? where could it come from ?
thanks friends
Eric
here is a link to the video
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Hi,
Here is my second attempt for colecovision. It's an adaptation from a game done on Atari Jaguar by Matmook
Dts has all the Jag' stages
Don't hesitate to write a feed back
Thanks and stay safe, stay @ home
Eric
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Great work Ikrananka
I've bought it for msx few monthes ago (I have to play with when I'll finish Where Is It ?)
Thanks
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Great Work Nicam, I've seen it during last RGC
Congrat'
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Hi Kiwi
I've red the compression's topic. I use the source you've included in the files in comp.zip 🙂
Thanks again
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Hi friends,
I write this little message for an advice. I'm still working on my first game for colecovision and learn every day I open my computer to code on Wii?.
From rle I had to move to pletter (I have some things to had but Wii? was about 31KB)
(all my graphs are 'pletterized'. From about 31KB, I've got now about 27KB)
What I've done :I've integrated pletter_dan.s in my sourcecode and I've replaced the following procedures
load_patternrle(Wii_LOGO_PATTERNRLE);
duplicate_pattern();
rle2vram(Wii_LOGO_COLORRLE,coltab);
rle2vram(Wii_LOGO_COLORRLE,coltab+2048);
rle2vram(Wii_LOGO_COLORRLE,coltab+4096);
rle2vram(Wii_LOGO,chrtab);
rle2vram(Wii_OEIL_SPATTERNRLE,sprtab);by
Pletter_Menu();
duplicate_patten();with
static void Pletter_MENU(void)
{
__asm
ld hl,#_Wii_LOGO_PATTERNRLE
ld de,#0x0000
call _Pletter
ld hl,#_Wii_LOGO_COLORRLE
ld de,#0x2000
call _Pletterld hl,#_Wii_LOGO_COLORRLE
ld de,#0x2000+2048
call _Pletterld hl,#_Wii_LOGO_COLORRLE
ld de,#0x2000+4096
call _Pletterld hl,#_Wii_LOGO
ld de,#0x01800
call _Pletter
ld hl,#_Wii_OEIL_SPATTERNRLE
ld de,#0x3800
call _Pletter
__endasm;
}
It works but is this ok for you or not ? I just want to make less mistakes :) I'm still learning and this forum is the best place to have some answers, solutions, help, ...Thanks in advance for your help
Eric
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Hi Alek,
I'll use your lib for my next project
See you
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Perfect my friend
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For the last point, without triggering the Early Clock, sprites disappear suddenly when reaching left border. With EC, sprite desappear pixel by pixel when reaching the left border (like it does when it reaches right, up, or down border).
Maybe for a next project, I have to study sprite flikering
Thx a lot
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Hi Kiwi
I don't know if I do it right but I use sprite.y = 208 for unused sprites and it works
See you
Eric
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Thanks Kiwi
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Don't worry, your solution is welcome ( and any other)
by the way, in my WIP17 video, at 2:12 / 13 - a white square (16x16) appear at the top right of the screen.
Is there a kind of sprite initialisation problem ? Maybe I am doing something wrong ... (it's possible
)
See you and thanks a lot
Eric
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Hi,
Just a little message to annonce the WIP18 (no video)
Less bugs, more fun ;)
I'm working on WIP19
See you
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Hi Vétea
As many people have said : great job, and great game
See You
Eric
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Coco and the evil robots
in ColecoVision / Adam
Posted
Great Serguei2 🙂
I'll try it soon